I am sure this has been suggested before. But I would love it if we could toggle on/off an auto accept for people buying our buffs. It is beneficial for both parties I believe. The buyer gets the buffs right away so he/she can start playing and the seller does not miss business opportunities because he was not paying non stop attention. It needs to be able to toggle off though, since getting a lot of gold on hand while sleeping or at work does not really help ![]()
KillerBeeL's Content
There have been 7 items by KillerBeeL (Search limited from 25-June 22)
#840098 Buff Market Improvements
Posted by
KillerBeeL
on 12 January 2014 - 19:47
in
General Discussion
#839765 Buff Market Live!
Posted by
KillerBeeL
on 11 January 2014 - 16:41
in
General Discussion
I would love to see some more advanced search options. Like sort on price, filter on only gold or fsp prices, filter on only single buffs, stuff like that. Right now it is a pain to get a good price for a couple of buffs.
#831153 Lets Increase Guild Level Competition
Posted by
KillerBeeL
on 15 December 2013 - 19:42
in
General Discussion
If all the big guilds are half dead, shouldn't that mean it would be possible to catch up to them easily? So does this even change anything in the long run?
#825834 Exploiting XP to boost guild
Posted by
KillerBeeL
on 05 December 2013 - 21:07
in
General Discussion
Also.... Maybe capping total guild xp to what one can possibly give to a guild in total. (Meaning that a player can only give as much xp to a guild as if they had been in it since level 1)
This is a pretty good suggestion in my opinion. Any other change would probably not be fair either, since there has been so many people already doing it. This can also be applied on people who currently gained too much guild XP.
Although if people really like it, deleveling itself doesn't really harm anyone. Anyone can do it peacefully if they wanted to so it is not an unfair advantage. So it does not bother me personally.
#791778 Composing - In Detail
Posted by
KillerBeeL
on 28 May 2013 - 18:43
in
General Discussion
I generally like the idea, and I also agree with most of the comments that are already given (although I only read the first 4 and last page of the moment).
However I am fairly surprised the max level of a skill does not increase with higher composing levels (unless I misread). I think you decided this to make sure composing is viable from the beginning for everyone, but could it be a better idea to start high and just slowly increase the max level? Like start at a reasonabley viable start value and slowly increase from there.
For example have doubler start at a max of 750, since that potion is already vastly available for a cheap price on the AH. And have it slowly increase to the level 1000 you planned (so that would be about 1 max level for each level in compoising.
Another example could be Smashing hammer to start at 175, since this buff can be bought already from players, but have it slowly increase to the 250 you planned (so lthat would be around 1 max level every 3 composing levels).
Of these figures are just for discussion, as I am sure the pro's have more knowledge on what the values should be. There are a few possible reasons to do this:
- Reduce the impact on the potion and skill selling market (certainly in the beginning)
- Maybe this way it is possible to find a compromise to increase the max skill level for some buffs that can be achieved (as a few people requested)
- Give people a bigger incentive to reach the max composing level, instead of just slowing down half way because it is already decent enough
#776687 Offline gear
Posted by
KillerBeeL
on 02 February 2013 - 23:07
in
Game Help
#776626 Offline gear
Posted by
KillerBeeL
on 02 February 2013 - 20:47
in
Game Help
